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Brigand: OaxacaNewsWarlordocracy v8.1 to 9.3
Esports

Warlordocracy v8.1 to 9.3

Brigand: Oaxaca · published 30 Aug 2026, 12:17 UTC

All newsPlayers around this dateRead on Steam

Here are patch notes from the last 13 Warlordocracy patches. Chapter 6 will be out in about 1 month.

Here's a new video with spoilers for one of the bosses:

VERSION 9.3:

Added some more script commands for baddie AI to use Necromancy. Zombie AI can now pick up weapons.

The victory music no longer plays automatically when a major battle ends, because in Chapter 6 it is possible to lose major battles and continue the story.

Fixed a bug with magic staves still not having 100% accuracy.

I'll be uploading a new Ch.6 alpha to the Patreon very soon:

www.patreon.com/c/lcsoftware

Complete list of changes:

-New Ch.6 Alpha on Patreon: www.patreon.com/c/lcsoftware
-New script command: "pickCorpse" (picks random corpse of given species, mostly for Necromancy).
-New script boolean: "if_objCountCorpse" (checks number of corpses of given species, mostly for Necromancy).
-Victory music no longer plays by default after major battles (they can be lost in Ch.6 without gameover).
-Necromancer AI now animates corpses into Undying, Undying AI now picks up nearby weapons.
-"ObjMove" command now abides if direction and distance are swapped in parameters.
-Fixed weapons with 100% aim bonus (cannot be evaded, magic staves).
-Added some more Ch.6 dialogue and scripts.
-Updated Builder's manual.

VERSION 9.2:

In-game encyclopedia entries are now locked until you examine, get, use, or destroy the object. Location and lore entries are locked until you read or hear about them in-game. The Achievements section now tracks how many encyclopedia entries you have unlocked, and there are now a total of 1120 entries.

Thanks to vendigo225 for telling me about the spoilers. The first game I remember that had an encyclopedia that unlocks as you explore was Lands of Lore 3, and I loved that game. This feature should make it feel more like that.

The character screen now has tooltips, as well as buttons to easily access the encyclopedia, game manuals, and ESC menu.

Chapter 6 probably won't be out until the end of September, as I have started another day job early and I keep getting sidetracked trying to perfect the HUD. But progress will resume ASAP and there will be another alpha out on the Patreon this weekend.

Complete list of changes:
-Character screen now has tooltips and more options, rearranged and added more HUD options.
-Most encyclopedia entries are now locked until you examine, get, use, or destroy the object.
-New script commands: "encUnlock" and "encUnlockTopic" (to unlock encyclopedia entries and entire topics).
-Dialogue and book scripts now unlock various encyclopedia topics.
-Opening manuals from journal now pauses the game.
-Added more encyclopedia entries in "Lore" topic.
-Updated both manuals.

VERSION 9.1:

Major patch with a LOT of improvements.

The character screen now lets you change party AI settings, wait, and save the game. Also improved information layout a bit.

Attacking the ground no longer targets nearby hostiles. The character will now just move there, which is much less annoying.

Stepping on sticks now has a chance to break them and reveal concealed characters. The chance depends on the character's Cunning skill.

Baddie AI will now attack weak straw, wood, and clay walls if it's in the way of their target.

Finally, added new in-game texts and items for Chapter 6.

Chapter 6 release date is now the end of September. It's already bigger than any other chapter and there's still a lot of work to do. I'll put a new alpha up on the Patreon in a couple days.

Patreon: www.patreon.com/c/lcsoftware

Complete list of changes:

-Character screen now has options to change party AI, wait, and save game.

-Mob AI will now attack weak wood, straw, and clay walls to get through (melee only).

-Stepping on sticks now has a chance to break them (depending on Cunning) and reveal concealed characters.

-Moved flags like swimming, flying, all terrain, etc. to below sprite in HUD (no longer in status list).

-Inventory window now also displays status effects over character sprite (just like character window).

-Attacking ground no longer targets nearby hostiles, it just moves the character.

-Weapons with 100% accuracy can no longer be evaded (mostly for mage staves).

-New in-game text: Krug Religion, improved other in-game texts.

-New sprite and scripts for diseased wolves (for Ch.6).

-New items for Ch.6: severed heads (x3).

-Saving now removes HUD for screenshot.

-Using bed now auto-saves.

-Updated Player's Manual.

VERSION 9.0:

Releasing patch sooner than expected because I found and fixed a major bug with the timePass script not being called if you're not waiting or resting. It resets certain ability use limits and builds enemy forces, mostly. Fixed another bug with the item/ability cooldown timer sometimes overlapping other info in the HUD.

Mostly added lots of new weapons, items, and dialogue for Ch.6. There is now a Necromancer Staff, and all staves now do bonus damage if you have the Wizardry ability.

I'll have a new Ch.6 alpha on the Patreon in a couple days and I'll post here again.

Complete list of changes:

-Fixed MAJOR bug with timePass script not being called while not waiting/resting.

-Fixed bug with item/ability cooldown sometimes overlapping other info in HUD.

-Moved missile sprites from HUD to new missiles folder, new missile sprites.

-New item for Ch.6: cheese cultures (quest item for Ysbail).

-New magic weapon for Ch.6: Necromancer Staff.

-New dungeon object for Ch.6: floor switches.

-All magic staves now have 100% accuracy.

-Added lots more Ch.6 dialogue.

VERSION 8.9:

Greatly improved the character screen. It now displays your entire party on the left side for you to click through and peruse. It also lets you rearrange your inventory and your abilities, as well as view their descriptions.

Also created new script commands to stamp the current time so that you can revert back to it later. This is for Ch.6, when you will have to switch control to another character to defend the town while your main character is out adventuring. After the battle is over, the time will reset to before the battle started and switch back to main character.

Added 5 new weapons: Purple Ice Weapons (3 kinds), the Blade of Whispers (sword that drives both targets and wielder insane), and the Cry of Daos (bow that causes blinding flashes on impact).

Added 2 new in-game texts for Ch.6: The Exiled Druid, and The Fadespire.

Added 3 new persuasion word scramble minigame topics: Cosmos, Terrain, Technology.

Plus a few other tweaks. Here's a video of the new character screen features.

Complete list of changes:

-Character screen now allows you to swap items and abilities, as well as view their descriptions.

-New script commands to save day+time and return to it later: "timeStamp" and "timeReturn".

-New in-game Culian texts for Ch.6: The Exiled Druid, The Fadespire (Linguistics required).

-New weapons for Ch.6: Purple Ice weapons (3 kinds), Blade of Whispers, Cry to Daos (bow).

-New persuasion word scramble minigame topics: cosmos, terrain, technology.

-Time of day messages now display while passing time (not just weather).

-Tougher baddies now require more damage for corpses to explode.

-Added lots more Ch.6 dialogue.

VERSION 8.8:

Uploaded a new Ch.6 alpha to the Patreon: https://www.patreon.com/c/lcsoftware

New script boolean to check for musical note sequence when playing instruments in practice mode (for secrets).

New script command to delete all items of given name on the ground (not being carried). Also made a script that clears up all corpses and lower-value items from the battlefield, because multiple major battles will be happening on the same maps in Ch.6.

Added new sound effects for metal doors and chests, as well as a couple new in-game texts.

Too lazy to upload screenshots (also don't wanna spoil anything).

Complete list of changes:

-New Ch.6 Alpha on Patreon: www.patreon.com/c/lcsoftware.
-New boolean: "if_musicString" to check for practice musical input (for puzzles, max 10 notes).
-New command: "deleteAllGround" to delete all items on ground of given name (clean up after major battles).
-New script called "battlefieldCleanup" that deletes all corpses and common low-value dropped items.
-New in-game text in Ch.3: Izari Labor Logistics (Linguistics ability required, gain 1 Karma).
-New in-game texts in Ch.6: Overclocking Gemcracks (explains new ability).
-New sound effects for metal doors and chests, tune for organ puzzle.
-Fixed minor cursor selection problem with unexplored fog-of-war.
-Updated Builder's Manual.

VERSION 8.7:

Recently fixed a MAJOR bug where all item/ability cooldowns were set to the default 1 second. That bug was probably making combat a lot easier, despite this also being true for baddie AI. Added new cooldown message when trying to use item/ability before cooldown finishes, for clarity. Updated ability descriptions in encyclopedia and Player's Manual.

Throwing anything now costs 3 meta, including stones.

Finally, added a ton of new assets for Chapter 6, including Steppe Krugen, Krug Shamans, and a Purple Ice Wall that deals magical cold damage when you get close (major obstacle).

Complete list of changes:

-Fixed "objCooldown" command, used in item and ability use scripts (broken in some recent patch).

-Increased cooldown of most combat abilities slightly, updated descriptions.

-Cooldown message now displayed when using items or abilities too quickly.

-Basilisk gaze attacks now deal shock damage, not heat damage.

-New Steppe Krug and Krug Shaman mobiles and sprites for Ch.6.

-New Purple Ice Wall objects for Ch.6 that deal cold damage.

-New encyclopedia entries for Culian Wardens and Shamans.

-Throwing anything now costs 3 Meta (including stones).

-Updated Player's Manual.

VERSION 8.6:

New art for Ch.6 from Straginski (https://x.com/StraginskiExtra).

Also fixed idle patrol AI in map scripts with a new pick command, "pickNameIdle", which only picks idle mobiles that are not in the party. This prevents party henchmen from being affected by patrol routes on some maps. It also prevents enemy combatants from randomly disengaging to go patrol on some maps.

Expanded the Underkingdom Monsters in-game text to describe the new monsters in Ch.6. Finished new monster AI (almost), and included new encyclopedia entries.

I'm finally on vacation from the day job, so I'll be crunching on Ch.6 for the next 4 weeks.

Complete list of changes:

-New sketch art from Stragisnki: x.com/StraginskiExtra.
-New script command: "pickNameIdle" (only picks idle mobiles that are not in party).
-Changed all "pickName" commands in map scripts for AI with new "pickNameIdle" command.
-Expanded "Underkingdom Monsters" text to include nightmares and tormentors (in Ch.6).
-Finished nightmare monster AI and encyclopedia entry.
-Updated Builder's Manual.

VERSION 8.5:

Finished all the basics for Ch.6 maps, as well as 5 new monsters to fight: brownies, bloodworms, peepers, nightmares, and tormentors. Brownies will burrow in deep snow and pop out to throw rocks at you. Bloodworms will cause the ravenous status effect, tormentors spit slimes and acid at you.

Also, new playable organ instrument in Ch.6, along with new organ notes thanks to Sonic Kitchen.

Gonna be a new alpha on Patreon very soon: https://www.patreon.com/c/lcsoftware

Here's a couple of screenshots that don't spoil too much.

Complete list of changes:
-Finished basics for all Ch.6 maps.
-New organ instrument sounds for music minigame (thanks to Sonic Kitchen).
-New objects and sprite for Ch.6: organ, gramophone, pew, podium, skullPost, skullPost2, skullHanging.
-New mobile monsters for Ch.6: brownie, bloodworm, peeper, nightmare, tormentor.
-New snow cloud for monsters burrowing into and out of deep snow.
-New Ch.6 Alpha on Patreon: www.patreon.com/c/lcsoftware

VERSION 8.4:

Acid attacks will now damage not only the target, but the target's currently-equipped weapon as well, from thrown acid flasks and slimes. Also, I realized there was no acid spell, so there is now a new Mycomancy spell called Acidic Spores. 75 spells now total.

Also, 3 new original tracks from Sonic Kitchen, new snowy objects and tiles for Ch.6, and a minor bug fix where climate script wasn't being called on a couple of indoor maps.

Acidic Spores spell (Expert Mycomancy):

I'm almost done with the Ch.6 maps. Next weekend, I'll have a new alpha up on the Patreon with all maps finished, along with some temporary baddies to kill for fun. I won't spoil any maps with screenshots for now.

Complete list of changes:

-New tracks by Sonic Kitchen: beaver.ogg, cleaver.ogg, vault.ogg.

-New Expert Mycomancy spell: Acidic Spores (deal acid damage to target and target's weapon).

-Clouds of acid and acidic slime attacks will now damage currently-equipped weapons.

-Fixed bug where lots of indoor map scripts didn't call the climate script.

-More new snowy objects for Ch.6, a few new tiles.

-Updated all manuals and credits.

-Finished most Ch.6 maps.

VERSION 8.3:

Got some new chapter art from Straginksi (x.com/StraginskiExtra), and I'm putting a new alpha of Ch.6 on the Patreon momentarily.

This patch includes lots of new assets for Ch.6, including wooden palisades, monastery walls, electric shock traps, and insanity bombs.

Also fixed a bug with the Alchemy crafting script, and another bug with Numbers not making a second appearance if you spared him. Finally, improved some old dialogue.

Patreon: https://www.patreon.com/c/lcsoftware

Straginski Art:​​


​Complete list of changes:

-New sketch art from Stragisnki: x.com/StraginskiExtra

-New Ch.6 Alpha on Patreon: www.patreon.com/c/lcsoftware

-New monastery wall and palisade objects, new map tiles for Ch.6.

-New electric shock hinge traps for chests and doors, insanity bomb traps.

-New insanity bombs that cause random effects like berserk, confusion, fear, and blindness.

-Fixed bug with cancelling Alchemy crafting script, added insanity bomb recipe.

-Fixed bug where Numbers would not appear in Ch.5 even if you saved him.

-Updated all chapter story files, removed temporary loadGame mods.

-Added some more Ch.6 dialogue, improved some old dialogue.

VERSION 8.2:

Mostly just working on the later Ch.6 maps right now.

Added a new parameter to the "timePass" script command that bypasses running the map script, making it process MUCH faster. This parameter will be used for caravan travel in Ch.6 because travel times can be up to 48 hours. I can't use the "daysPass" command like I did in Ch.4 because that would bypass almost all checks, including attacks on the player's stronghold, which is a big part of Ch.6.

I'll have a new alpha on the Patreon by Monday, probably, along with some new screenshots.

Complete list of changes:

-"TimePass" command now has optional second parameter to bypass map script (making it load much faster).

-Travel by wagon in Ch.6 uses optional parameter for "timePass" command (very long distances).

-Added some more snow tiles and log wall tiles for Ch.6, worked on some more maps.

-Added new log wall objects for Ch.6.

-Added some more Ch.6 dialogue.

-Updated Builder's Manual.

VERSION 8.1:

Choosing the "Attack" option in dialogue in certain tough situations will now grant you 1 skill point for having balls. Also improved some other old dialogue and added new dialogue, characters, and sprites for Ch.6.

Fixed some bugs, especially with touchscreen mode, and possibly improved framerate a bit.

Complete list of changes:

-Choosing the "(Attack)" option in dialogue will now sometimes give you 1 Karma for having balls.

-Added 4 hour warnings for town raids in Ch.6, 24 hours with the Scout Network reputation.

-Fixed bug when changing maps briefly while waiting to automatically deal with raids.

-Fixed bug where party equipment wouldn't be drawn after waiting or resting.

-Fixed bug with turning on Touchscreen mode in main menu with number key.

-Added some more Ch.6 dialogue, including purchasing Scout Network.

-New characters for Ch.6: Commander Fargoni, Digdig, Ernoso (aged).

-Prevented digging up dirt and snow during major battles.

-Possibly increased framerate a bit?

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